ALEXIA MANDEVILLE

creating the world’s next immersive social games and virtual worlds

about


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about
A portrait of Alexia Mandeville

I'm Alexia. I'm especially good at creative vision and helping a team deliver a fun experience by contributing to art, game design, content & copy, UI/UX, and interaction design.

I’ve worked on projects across a variety of platforms that employ gesture-based input, haptics, and AR/VR interactions.

My biggest passion lies in making content that encourages people to laugh and socialize.


Want to get in touch? Shoot me an email at al@alexiamandeville.com

In the News

Immersion Brings TouchSense Force To Unity Engine With Haptic Lab
Tom’s Hardware – October 2017

Microsoft will hand out $500K to these five HoloLens grant winners
Engadget – November 2015

UCF Researchers Receive Holographic Headsets to Study Intergenerational Learning
UCF Today – November 2015

Canon U.S.A. Supports the Future of Education with Mixed Reality Student Competition at the University of Central Florida
Business Wire – July 2015

UCF Teams Up with Orlando Science Center at Otronicon Technology Event
UCF Today – January 2015



Game Jams

Global Game Jam Facebook HQ – January 2018

Global Game Jam Facebook HQ – January 2017

Dream Machine (Organizer, 25 attendees) Google Daydream Otronicon, Orlando Science Center – January 2015

Big Scary Game Jam (Organizer, 60 attendees) Itch.io – October 2014

Global Game Jam Orlando Science Center – January 2015

Plug In & Jam (Organizer, 25 attendees) Makey Makey Otronicon, Orlando Science Center – January 2015

Simulation Jam (Organizer, 20 attendees) Institute for Simulation & Training – September 2014

Intel RealSense Competition Melrose Center – June 2014

Indie Galactic Space Jam Orlando Science Center – March 2014



Favorite games: Space Station Silicon Valley, Katamari Damacy, Minecraft, Banjo-Kazooie, Rocket League, World of Warcraft, Chariot, WarioWare: Smooth Moves, Little Big Planet, Dance Dance Revolution, Citadels, Backgammon

              
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Candy Sack

Candy Sack is a mobile, arcade style game where the player uses their touch to collect candy while avoiding dangerous objects. As the player’s score rises, the size of the touch space grows, adding difficulty to object avoidance. The game uses a leaderboard through Google Play to show high scores.

I first made this game in a game jam that I organized, and it can be found here.

Design

This is the second iteration of this game – I created the first at a Halloween game jam in 2014 in 40 hours for PC. I focused on two things for this game:

  • Small scope size due to time limitations
  • A unique core mechanic

    I typically design games around a unique core game mechanic. Candy Sack’s main mechanic is based on an expanding touch collision area of the player. As candy and points are accumulated, it becomes harder to avoid obstacles. The player can decrease their touch area size by collecting a diet pill. I got the idea for Candy Sack from the Halloween lore about hidden razor blades inside apples given out to treat-or-treating children on Halloween night.